v
valentinlarsen

valleguuss

@valentinlarsen

2D and 3D generalist

Suecia
Inglés, Sueco
Parte de la información aparece en idioma inglés.
Sobre mí
I am a creative generalist with my roots firmly in 2D and digital programs, drawing every day both digitally and traditionally. With a genuine interest in storytelling and visual communication, I have in parallel built a solid foundation in 3D, animation and real-time environments, which allows me to move naturally between artistic craft and technical production. I thrive in a fast-paced environment. My background in games, comics, editing and theatre gives me a wide frame of reference to draw from, as well as an ability to communicate creative thinking equally well through image and word.... Lee más

Habilidades

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valentinlarsen
valleguuss
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Edición de video
I will produce anime edits for you

Porfolio

Experiencia laboral

Volvo_Group

3D-visualizer (seasonal job)

Volvo Group • Tiempo completo

May 2025 - Jul 20252 mos

Mainly, I was tasked to assist in preparation of CAD, for visualisation of Volvo Construction Equipment machines. The work has consisted of building environments in Unreal Engine, human rigged 3D-assets in Metahumans and building a library with materials for future visualisations. In the start I had to work independently, which forced me to solve problems without much assistance. For example when I tried to make a custom 3D-material, where you can paint the landscape of a scene in UE5 (grass, gravel etc). Glitches and other problems occurred, and there were not many tutorials for it (partly because of the newer UE version). It concluded to me having to learn texture nodes inside of Unreal and puzzle together from what I've learnt. I was the first person at the scene to test if these design choices were going to be effective, for example using MetaTailor for Metahumans which had a huge firewall issue. We also wanted to use a plugin called "Dash" in Unreal Engine for faster environments but I concluded that it wasn't as versatile and that it's quicker to build environments with the basic tools that UE5 provides. I learnt to cooperate in a design pipeline where I would be sent 3D-materials and CAD assets. These would be modulated and used in UE5 with the purpose to be used in future visualisations. With Metahumans still being in it's early stages at the time, we had trouble with exporting and importing them as usable assets in our pipeline. Later I figured the most optimized way, even though clothing wasn't included. This is partly due to the fact that the construction clothes that we wanted, didn't exist as an already made asset for modular Metahumans.